I am just a hobbyist too, but for 6 years now. Ray misses or overlaps caused by hard-edges are avoided by using a cage. Normally a baker uses the meshes normals to project the rays, so breaks in normals would result in breaks in the rays. Heres a nice picture, also courtesy of Earthquake, you can see the cage in mesh B has…
Hello @valentinajv, have you tried creating separate Baker Groups or use the Multiple Texture Sets feature? These will isolate either the Group or the Texture Sets into their own bakes and shouldn't create interference between textures and geometry. If you have a Scene Bundle I can examine you can send it to…
Depends on your target engine or target tool. Xnormal uses the "MikkT Tangent basis" (you also can use your own tb plug-in), which gives proper results in most common game engines, while bakes from zbrush and mudbox often cause lighting and seam issues. It depends on which "tangent basis" your baker and target engine uses.
A lot of our bakers can work without a high-poly mesh. It would help if you could give more information. In which software are you trying to bake ? What does those weird shadows look like ?
Hello. For a while now I've been noticing a bug with the tangent space in bakers occasionally switching to Marmoset's tangent space. I don't know why, as the default tangent space in my setting is always Mikktspace, every time I create a brand new baker, it's a coin flip whether it sets it to Marmoset or Mikktspace. Every…
The biggest issue is that your many of details are just straight up way, way, way to small to read at the resolution you're baking the map at, and likely at any reasonable distance this object would be viewed at in a game. Exaggerate those details, beef em up so the baker has something it can actually capture. Dont zoom…
Great question! I did some experiments and here is what I have found. Sorry if it will be confusing, I'm still working on my ability to explain such things. :p The averaged projection mesh ray distribution is not the same (at least in Substance Painter) when you use all-soft lowpoly and lowpoly with hard edges. I get…
A 'synced' workflow just means that the baker/renderer are using the same tangent basis. It's an averaged(cageless) bake that doesn't require uv/smoothing splits. A caveat, however, is that sometimes the gradients caused by the single smoothing group result in mipping artifacts. Also, as usual, skewing occurs (not a…
Alright, I see. The cube was throwing me off. Baking works by having the high and the low in the exact same position in 3D space. If the high poly is not overlapping the low poly, there will be no information to capture accurately when the baker goes to shoot rays from its cage. https://youtu.be/wZ-Z3kA-f9s?t=272 Hope this…